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5a8dae8adf8bba001a0f9b70 | The_Legend_of_Zelda:_Twilight_Princess | The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii. | Who provided information about the game's controls in December of 2006? | {
"text": [],
"answer_start": []
} |
5a8dae8adf8bba001a0f9b71 | The_Legend_of_Zelda:_Twilight_Princess | The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii. | What ended up not being supported in the Wii version of Twilight Princess? | {
"text": [],
"answer_start": []
} |
5a8dae8adf8bba001a0f9b72 | The_Legend_of_Zelda:_Twilight_Princess | The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii. | In what year did Nintendo reveal that the two different releases of Twilight Princess were planned for launch at the same time as NGC? | {
"text": [],
"answer_start": []
} |
5a8dae8adf8bba001a0f9b73 | The_Legend_of_Zelda:_Twilight_Princess | The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii. | How long was the Wii version of Twilight Princess delayed? | {
"text": [],
"answer_start": []
} |
56cda06d62d2951400fa678a | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | What did early users find hard to use about the game? | {
"text": [
"control scheme"
],
"answer_start": [
87
]
} |
56cda06d62d2951400fa678b | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | Using items in the game took over the controls used for what weapon? | {
"text": [
"sword"
],
"answer_start": [
546
]
} |
56cda06d62d2951400fa678c | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | Who wanted gestures implemented for sword control? | {
"text": [
"E3 attendees"
],
"answer_start": [
627
]
} |
56cda06d62d2951400fa678d | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | When Twilight Princess was finally released for Wii, in what hand did Link wield his sword? | {
"text": [
"right"
],
"answer_start": [
719
]
} |
56d1314217492d1400aabbc9 | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | What features did Aonuma work to improve after the demo complaints? | {
"text": [
"comfort and ease"
],
"answer_start": [
324
]
} |
5a8db1e5df8bba001a0f9b79 | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | What did early users find hard to use about the sword? | {
"text": [],
"answer_start": []
} |
5a8db1e5df8bba001a0f9b7a | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | Using a left-handed swing in the game took over the controls used for what weapon | {
"text": [],
"answer_start": []
} |
5a8db1e5df8bba001a0f9b7b | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | Who wanted gestures implemented for hand control? | {
"text": [],
"answer_start": []
} |
5a8db1e5df8bba001a0f9b7c | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | When Twilight Princess was finally released for Wii, in what hand did Aonuma wield his sword? | {
"text": [],
"answer_start": []
} |
5a8db1e5df8bba001a0f9b7d | The_Legend_of_Zelda:_Twilight_Princess | Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were switched around. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t] | What features did Aonuma work to improve after Miyamoto's complaints? | {
"text": [],
"answer_start": []
} |
56cda10262d2951400fa6792 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who wrote the music for Twilight Princess? | {
"text": [
"Toru Minegishi and Asuka Ohta"
],
"answer_start": [
33
]
} |
56cda10262d2951400fa6793 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who was in charge of overseeing audio production? | {
"text": [
"Koji Kondo"
],
"answer_start": [
84
]
} |
56cda10262d2951400fa6794 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who worked adapting the score for performance by an orchestra? | {
"text": [
"Michiru Ōshima"
],
"answer_start": [
396
]
} |
56cda10262d2951400fa6795 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who wrote the music used in the game's trailer and demo? | {
"text": [
"Koji Kondo"
],
"answer_start": [
84
]
} |
56d131c217492d1400aabbdb | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who created orchestral arrangements for the game? | {
"text": [
"Michiru Ōshima"
],
"answer_start": [
396
]
} |
56d131c217492d1400aabbdc | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who was to conduct the ensemble that would perform the pieces? | {
"text": [
"Yasuzo Takemoto"
],
"answer_start": [
521
]
} |
5a8db41fdf8bba001a0f9b83 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who wrote the music for Twilight Kondo? | {
"text": [],
"answer_start": []
} |
5a8db41fdf8bba001a0f9b84 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who was in charge of overseeing trailer production? | {
"text": [],
"answer_start": []
} |
5a8db41fdf8bba001a0f9b85 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who worked adapting the score for performance by the game's title screen? | {
"text": [],
"answer_start": []
} |
5a8db41fdf8bba001a0f9b86 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who wrote the music used in the games trailer and title screen? | {
"text": [],
"answer_start": []
} |
5a8db41fdf8bba001a0f9b87 | The_Legend_of_Zelda:_Twilight_Princess | The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo. Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Yasuzo Takemoto. Kondo's piece was later chosen as music for the E3 2005 trailer and for the demo movie after the game's title screen. | Who was to conduct the ensemble that would supervise the title screen? | {
"text": [],
"answer_start": []
} |
56cda41362d2951400fa679a | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | What kind of instruments are favored by Kondo? | {
"text": [
"live"
],
"answer_start": [
167
]
} |
56cda41362d2951400fa679b | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | How many people would be in the orchestra Kondo imagined using for the soundtrack? | {
"text": [
"50"
],
"answer_start": [
217
]
} |
56cda41362d2951400fa679c | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | When was the soundtrack of Twilight Princess made available? | {
"text": [
"November 19, 2006"
],
"answer_start": [
561
]
} |
56cda41362d2951400fa679e | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | Which publication was associated with the soundtrack release? | {
"text": [
"Nintendo Power"
],
"answer_start": [
593
]
} |
56d1324717492d1400aabbfa | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | Who made the requests for Kondo to use orchestral music throughout the game? | {
"text": [
"Media"
],
"answer_start": [
0
]
} |
56d1324717492d1400aabbfb | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | When were track versions of the game's sountrack released? | {
"text": [
"November 19, 2006"
],
"answer_start": [
561
]
} |
56d1324717492d1400aabbfc | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | What were replicas of the Master Sword and Hylian Shield bundled with? | {
"text": [
"soundtrack"
],
"answer_start": [
533
]
} |
5a8db51fdf8bba001a0f9b8d | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | What kind of instruments are favored by Hylian? | {
"text": [],
"answer_start": []
} |
5a8db51fdf8bba001a0f9b8e | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | How many people would be in the orchestra Hylian imagined using for the soundtrack? | {
"text": [],
"answer_start": []
} |
5a8db51fdf8bba001a0f9b8f | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | When was the soundtrack of Hylian made available? | {
"text": [],
"answer_start": []
} |
5a8db51fdf8bba001a0f9b90 | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | Which publication was associated with the media requests? | {
"text": [],
"answer_start": []
} |
5a8db51fdf8bba001a0f9b91 | The_Legend_of_Zelda:_Twilight_Princess | Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield. | What were replicas of the media requests bundled with? | {
"text": [],
"answer_start": []
} |
56cda4aa62d2951400fa67a4 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What kind of error was found in Twilight Princess for Wii? | {
"text": [
"buffer overflow vulnerability"
],
"answer_start": [
29
]
} |
56cda4aa62d2951400fa67a6 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What does ELF stand for? | {
"text": [
"Executable and Linkable Format"
],
"answer_start": [
335
]
} |
56cda4aa62d2951400fa67a7 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | Which issue of the Wii Menu fixed the issue with Twilight Princess? | {
"text": [
"4.0"
],
"answer_start": [
562
]
} |
56d132b717492d1400aabc08 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What was the name of the hack discovered? | {
"text": [
"Twilight Hack"
],
"answer_start": [
125
]
} |
56d132b717492d1400aabc09 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What versions of the Wii Menu prevented copying the exploited files? | {
"text": [
"3.3 and 3.4"
],
"answer_start": [
421
]
} |
56d132b717492d1400aabc0a | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What version of the Wii patched the hack vulnerability? | {
"text": [
"4.0"
],
"answer_start": [
562
]
} |
5a8db6e3df8bba001a0f9b97 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What kind of error was found in Twilight Princess for SD? | {
"text": [],
"answer_start": []
} |
5a8db6e3df8bba001a0f9b98 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What does Wii mean? | {
"text": [],
"answer_start": []
} |
5a8db6e3df8bba001a0f9b99 | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | Which issue of the Wii Menu fixed the issue with the Wii Menu? | {
"text": [],
"answer_start": []
} |
5a8db6e3df8bba001a0f9b9a | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What was the name of the console discovered? | {
"text": [],
"answer_start": []
} |
5a8db6e3df8bba001a0f9b9b | The_Legend_of_Zelda:_Twilight_Princess | Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A properly designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability. | What version of ELF patched the hack vulnerability? | {
"text": [],
"answer_start": []
} |
56cda50b62d2951400fa67ac | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | Which company is responsible for the HD version of Twilight Princess? | {
"text": [
"Tantalus Media"
],
"answer_start": [
105
]
} |
56cda50b62d2951400fa67ad | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | For which console is Twilight Princess HD being made? | {
"text": [
"Wii U"
],
"answer_start": [
128
]
} |
56cda50b62d2951400fa67ae | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | When were plans for Twilight Princess HD revealed? | {
"text": [
"November 12, 2015"
],
"answer_start": [
197
]
} |
56cda50b62d2951400fa67af | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | On what date is Twilight Princess HD scheduled for Australian release? | {
"text": [
"March 5, 2016"
],
"answer_start": [
360
]
} |
56d1335f17492d1400aabc14 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | What is the name of the remastered game? | {
"text": [
"The Legend of Zelda: Twilight Princess HD"
],
"answer_start": [
40
]
} |
56d1335f17492d1400aabc15 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | What company is developing the remaster? | {
"text": [
"Tantalus Media"
],
"answer_start": [
105
]
} |
56d1335f17492d1400aabc16 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | What kind of functionality will the remaster feature? | {
"text": [
"Amiibo"
],
"answer_start": [
250
]
} |
56d1335f17492d1400aabc17 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | When will the game be released in America? | {
"text": [
"March 4, 2016"
],
"answer_start": [
329
]
} |
5a8db847df8bba001a0f9ba1 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | Which company is responsible for the HD version of Nintendo Direct? | {
"text": [],
"answer_start": []
} |
5a8db847df8bba001a0f9ba2 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | For which console is Nintendo Direct being made? | {
"text": [],
"answer_start": []
} |
5a8db847df8bba001a0f9ba3 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | On what date is Nintendo Direct scheduled for European release? | {
"text": [],
"answer_start": []
} |
5a8db847df8bba001a0f9ba4 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | When were plans for Nintendo Direct revealed? | {
"text": [],
"answer_start": []
} |
5a8db847df8bba001a0f9ba5 | The_Legend_of_Zelda:_Twilight_Princess | A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, is being developed by Tantalus Media for the Wii U. Officially announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game will be released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016. | What is the name of the remastered Amiibo? | {
"text": [],
"answer_start": []
} |
56cda5a862d2951400fa67b4 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What special item is included with certain versions of Twilight Princess HD? | {
"text": [
"Wolf Link Amiibo figurine"
],
"answer_start": [
38
]
} |
56cda5a862d2951400fa67b5 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | Which two Amiibo figures reload Link's stock of arrows? | {
"text": [
"Link and Toon Link"
],
"answer_start": [
253
]
} |
56cda5a862d2951400fa67b6 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | Which two Amiibo figures heal Link? | {
"text": [
"Zelda and Sheik"
],
"answer_start": [
290
]
} |
56cda5a862d2951400fa67b7 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | Which Amiibo figure makes Link lose more health when attacked? | {
"text": [
"Ganondorf"
],
"answer_start": [
333
]
} |
56cda5a862d2951400fa67b8 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What is the name of the area that players with the Wolf Link Amiibo can access? | {
"text": [
"Cave of Shadows"
],
"answer_start": [
117
]
} |
56d133d017492d1400aabc20 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What will special bundles of the game contain? | {
"text": [
"Wolf Link Amiibo"
],
"answer_start": [
38
]
} |
56d133d017492d1400aabc21 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What is the level called that the special Amiibo will unlock? | {
"text": [
"Cave of Shadows"
],
"answer_start": [
117
]
} |
56d133d017492d1400aabc22 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What characters will be able to replenish arrows? | {
"text": [
"Link and Toon"
],
"answer_start": [
253
]
} |
56d133d017492d1400aabc23 | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What figures restore health? | {
"text": [
"Zelda and Sheik"
],
"answer_start": [
290
]
} |
5a8db90bdf8bba001a0f9bab | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What special item is included with certain versions of Sheik? | {
"text": [],
"answer_start": []
} |
5a8db90bdf8bba001a0f9bac | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | Which two Amiibo figures reload Zelda's stock of arrows? | {
"text": [],
"answer_start": []
} |
5a8db90bdf8bba001a0f9bad | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | Which two Amiibo figures heal Zelda? | {
"text": [],
"answer_start": []
} |
5a8db90bdf8bba001a0f9bae | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | Which Amiibo figure makes Zelda loser more health when attacked? | {
"text": [],
"answer_start": []
} |
5a8db90bdf8bba001a0f9baf | The_Legend_of_Zelda:_Twilight_Princess | Special bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to the upcoming 2016 Zelda game. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. | What is the name of the area that players with the Sheik can access? | {
"text": [],
"answer_start": []
} |
56cda64a62d2951400fa67be | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | What company included the soundtrack as a reward for ordering the game prior to release? | {
"text": [
"GameStop"
],
"answer_start": [
71
]
} |
56cda64a62d2951400fa67bf | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | How many tracks were recorded on the preorder CD? | {
"text": [
"20"
],
"answer_start": [
16
]
} |
56cda64a62d2951400fa67c0 | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | In what areas is the content of the GameStop bonus CD provided for all versions of the game? | {
"text": [
"Japan, Europe, and Australia"
],
"answer_start": [
150
]
} |
56d13400e7d4791d00901fdd | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | What was included as a Gamestop preorder item? | {
"text": [
"CD"
],
"answer_start": [
2
]
} |
5a8dbd49df8bba001a0f9bb5 | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | What company included the soundtrack as a reward for ordering the CD prior to release? | {
"text": [],
"answer_start": []
} |
5a8dbd49df8bba001a0f9bb6 | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | How many tracks were recorded on the post order CD? | {
"text": [],
"answer_start": []
} |
5a8dbd49df8bba001a0f9bb7 | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | In what areas is the content of the GameStop bonus SC provided for all versions of the CD? | {
"text": [],
"answer_start": []
} |
5a8dbd49df8bba001a0f9bb8 | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | What was included as a Gamestop post order item? | {
"text": [],
"answer_start": []
} |
5a8dbd49df8bba001a0f9bb9 | The_Legend_of_Zelda:_Twilight_Princess | A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in the United States; it is included in all bundles in Japan, Europe, and Australia.[citation needed] | What is included in all selections? | {
"text": [],
"answer_start": []
} |
56cda75062d2951400fa67c4 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What kind of scores did Twilight Princess receive from many video game review sources? | {
"text": [
"perfect"
],
"answer_start": [
97
]
} |
56cda75062d2951400fa67c5 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | Which sites gave the Wii copy of Twilight Princess scores of 95% and 95? | {
"text": [
"GameRankings and Metacritic"
],
"answer_start": [
272
]
} |
56cda75062d2951400fa67c6 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | Who counted the game among the best ever made? | {
"text": [
"GameTrailers"
],
"answer_start": [
423
]
} |
56d13482e7d4791d00901fef | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What was the reception of Twilight Princess? | {
"text": [
"universal critical acclaim"
],
"answer_start": [
34
]
} |
56d13482e7d4791d00901ff0 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What scores did it receive from major game publications? | {
"text": [
"perfect"
],
"answer_start": [
97
]
} |
56d13482e7d4791d00901ff1 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What is the average score of Twilight Princess on Metacritic? | {
"text": [
"95"
],
"answer_start": [
341
]
} |
56d13482e7d4791d00901ff2 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What reviewer called Twilight Princess "One of the greatest games ever created"? | {
"text": [
"GameTrailers"
],
"answer_start": [
423
]
} |
5a8dbfa2df8bba001a0f9bbf | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What kind of scores did GameTrailers receive from many video game review sources? | {
"text": [],
"answer_start": []
} |
5a8dbfa2df8bba001a0f9bc0 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | Which sites gave the Wii copy of GameTrailers scores of 97% and 95? | {
"text": [],
"answer_start": []
} |
5a8dbfa2df8bba001a0f9bc1 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | Who counted Gamespy among the best ever made? | {
"text": [],
"answer_start": []
} |
5a8dbfa2df8bba001a0f9bc2 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What was the reception of GameTrailers? | {
"text": [],
"answer_start": []
} |
5a8dbfa2df8bba001a0f9bc3 | The_Legend_of_Zelda:_Twilight_Princess | Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, and GameSpy. On the review aggregators GameRankings and Metacritic, Twilight Princess has average scores of 95% and 95 for the Wii version and scores of 95% and 96 for the GameCube version. GameTrailers in their review called it one of the greatest games ever created. | What scores did GameTrailers receive from major game publications? | {
"text": [],
"answer_start": []
} |
56cda80362d2951400fa67ca | The_Legend_of_Zelda:_Twilight_Princess | On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics". | Which publications reported some issues with the graphics of Twilight Princess? | {
"text": [
"IGN and GameSpy"
],
"answer_start": [
723
]
} |
56cda80362d2951400fa67cb | The_Legend_of_Zelda:_Twilight_Princess | On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics". | Which journalist criticized the Wii version for its controls? | {
"text": [
"Jeff Gerstmann"
],
"answer_start": [
1153
]
} |
56cda80362d2951400fa67cc | The_Legend_of_Zelda:_Twilight_Princess | On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics". | Which game publication does Jeff Gerstmann work for? | {
"text": [
"GameSpot"
],
"answer_start": [
1142
]
} |
56cda80362d2951400fa67cd | The_Legend_of_Zelda:_Twilight_Princess | On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com, Computer and Video Games, Electronic Gaming Monthly, Game Informer, GamesRadar, IGN and The Washington Post. Game Informer called it "so creative that it rivals the best that Hollywood has to offer". GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation". Cubed3 hailed Twilight Princess as "the single greatest videogame experience". Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created. PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series". Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts. Hyper's Javier Glickman commended the game for its "very long quests, superb Wii controls and being able to save anytime". However, he criticised it for "no voice acting, no orchestral score and slightly outdated graphics". | Which game journalist was perturbed by a lack of voiced dialogue? | {
"text": [
"Javier Glickman"
],
"answer_start": [
1532
]
} |